Abilities
Passives
Runic Literacy
- Unlock : Level 1
Being a paladin, you are able to read and understand runes and their effects.
Experience
As paladins gain more rune-making experience, they develop the ability to write longer stable sequences of runes.
Skill name | Unlock requirement | Elemental runes | Effect runes |
---|---|---|---|
Experience 1 | Level 1 | 1 | 0 |
Experience 2 | Level 1 | 1 | 1 |
Experience 3 | Level 10 | 1 | 2 |
Experience 4 | Level 25 | 2 | 2 |
Experience 5 | Level 50 | 2 | 3 |
Experience 6 | Level 75 | 3 | 3 |
Experience 7 | Level 100 | 3 | 4 |
Experience 8 | N/A1 | 4 | 4 |
Experience 9 | N/A2 | 4 | 5 |
Experience 10 | N/A3 | 5 | 5 |
Battle Experience
- Unlock : Level 10
Because of your battle experience, you know understand of your own body well enough to be able to apply scripts directly onto your body with relative4 safety, enchanting yourself, while keeping the side effects from doing at a minimum.
Lunacy
- Unlock : Level 25
Power corrupts; absolute power corrupts absolutely. Scripts are power, and you are weak, whenever you start applying scripts on your body, the rush of power coursing through your veins will be enough for you to make you completely lose track of the escalating side effects from enchanting living things (yourself). This ability also makes it so you can never5 die from the side effects of your own scripts, however, the aftermath6 of the effects still can.
Actives
Inscription
- Unlock : Level 1
The first skill any paladin ever learns to use. Write down a single rune into something. Because of the lack of details in this rune, its effects will be quite limited, only allowing you to do simple things like slightly hardening or softening the ground, making plants grow, making a small fire, creating a layer of frost, etc.
Papermaking
- Unlock : Level 1
An essential skill to every paladin that allows them to create their precious script paper. Before using this skill, you need to have drawn a “Soften” rune onto a tree to make it easier to draw runes into and more flexible. Then, you can start to remove the tree’s bark, and to cut down small paper-thin rectangular-shaped pieces of wood from this tree, creating 5 pieces of script paper per turn.
Rune Crafting
- Unlock : Level 1
Draw a sequence of runes. Runes activate once they lose contact with whoever drew them for a few seconds or whenever he wants to activate them, and they last 5 turns. An item7 cannot have more than one sequence of runes (or individual runes) (including ones that ended or that failed to be created) on it8. Drawing a rune or adding one to a sequence takes one turn; however, this can be done while walking around the map or while talking with people. The number of runes you can draw depends on the level of your Experience skill. The stats of enchantments are calculated when they are created, not when they are used. When multiple elements are used in a sequence, the statistical effects will be divided equally between each element9. The main effect of an enchantment is defined by the first rune used in that sequence, so here are the effects resulting from the using some of the more common and important runes as the main rune for an enchantment, as well as some notes on the side effects of over-using runes.
Elemental runes | Starting a rune sequence with an elemental rune will cause it to randomly spew out short-lived magic of that element10 all around itself. |
Create | Starting a sequence with Create will cause it to produce a long-lasting and concentrated magic of the specified element11 around itself. |
Power | Using Power as your main rune in a sequence will make whatever is being enchanted deal an additional (LVL * 5) * ER 12 damage of whatever element(s) is/are used in the sequence. |
Defend | Using Defend as your main rune in a sequence will make whatever is being enchanted offer an additional (LVL * 5) * ER 12 defense in the form of whatever element(s) is/are used in the sequence13. |
Protect | Enchantment starting with Protect offer (ER * 25)% resistance against whatever element(s) is/are part of its sequence. When Protect is used as a secondary rune, it will instead protect the enchantment’s maker the effects of the sequence its part of14. |
Restore | Having an enchantment start with Restore will cause magic of whatever element the sequence uses to heal any creature it is applied on for LVL * 5 * (ER) every turn, however, these enchantments only last 3 turns instead of 5. If used as a secondary rune instead, it will be able to repair broken things and close wounds by filling gaps with magic of the elements is used in its sequence. |
Elemental Recoil
It should be noted that every sequence, even safe ones like those starting with Restore
, still function by creating elemental magic, meaning that adding too many elemental runes onto the same person’s equipment will eventually lead to themselves being harmed by the runes, this is especially the case when the runes are applied directly onto someone’s body, as nothing separates the person from the elemental magic. The safe number of elemental runes that can be applied onto someone’s equipment15 is about twice the amount of elemental runes you are allowed to draw in a single sequence of runes with your current level of Experience, while this amount is about the number of elemental runes you can draw on a single sequence with your current level of Experience when enchanting someone’s body directly.
Experimentation
- Unlock : Level 10
Push your limits and try to go past your current level of Experience for one turn. This skill can only be used once you have finished writing a sequence of rune containing the maximum number of runes allowed with your current level of Experience. Using it will allow you to try and add an additional rune of the type associated with the following level of Experience (or of any type if you are also using Unholy Designation), however, when using this, you have to throw 1D4
, and if the result is odd, the entire your entire sequence of runes you were working on will be break instead.
Unholy Designation
- Unlock : Level 25
Eureka! Why even bother trying to make stable sequences of runes when you can simply just not do it instead? Write down unstable sequences of runes which replace runes of one type with those of another. This means that, if you have the skill Experience 3, instead of being able to draw a sequence containing 1 elemental rune and 2 effect runes, you could draw 3 elemental runes, or 2 elemental runes and 1 effect runes. These sequences are “unstable” because they are extremely hard to make; taking two turns per rune you draw instead of one, being impossible to draw while walking around or talking, and because losing focus while drawing runes from an unstable sequence will instantly break the entire sequence; and because when an unstable sequence breaks, unlike normal sequences, they will instantly activate16.
Divine catharsis
- Unlock : Level 50
You only get the choice to use this ability once, if you miss that occasion, you will never be able to use this skill again. This choice comes the first time after the end of whatever allowed you to gain level 50 while you are outside of an encounter, and your health is at 100%.
Your character receives a divine revelation (or rather, a severe lapse in judgement). The reason why you are unable to enchant yourself at your heart’s content is not because enchantments will eventually end you, but because your body will eventually end your enchantments! Flesh is weak and the only way forward is to replace this weakness with strength.
“Purge” your own body of its weakness, drawing runes onto different parts of your own body directly instead of relying on scripts to enchant yourself. If you succeed in “purging” yourself, you will achieve one of five stages: Exterior Cleansing
; Expurgation
; Angelic Might
; Transcendence
; or True Devotion
. You are unallowed to receive any help during this process17, or else you would be admitting the insufficiency of enchantments, proving their weakness, and making this whole endeavor pointless in the end. Depending on what tier you hope to achieve, how you go about it, and how much you prepared for this, this process can take anything from a day to a whole week. Note that being underprepared for this can easily lead to the death of a character and you should only ever consider using this skill if you have carefully been preparing for it18. This skill can be used on a specific body part or on your whole body, though the strength of the effects will vary immensely depending how much of your body you drew runes on19.
Exterior Cleansing | You have drawn runes onto your skin. You will now have some minor permanent benefits20 relating to the type of runes you decided to draw. |
Expurgation | You have drawn runes on not only your skin, but also under it, on your flesh, and major veins. You can start to feel power coursing through your entire body. You will gain permanent buffs depending on the types of runes you drew. |
Angelic Might | Deeper still, you have been able to leave magic marks onto your muscles and everything above them. True strength is now yours. Your body will not only gain noticeable permanent benefits relating to the type of runes you drew21, but this benefit will also temporarily grow whenever you start sticking scripts onto yourself. |
Transcendence | You have enchanted your skin, flesh, muscles, and now your bones. Your body’s basic functions will start to be affected by the type of runes you drew22, these effects will also grow whenever you apply scripts of the same element on yourself. On a sidenote, you also had to tear off your nerves and can no longer feel a thing, but this is simply the cost of power! You will now be able to regenerate physical wounds simply by being surrounded by the concepts your elemental runes represent23. |
True devotion | You almost assuredly cannot be described as whatever race you were at the beginning of the process. Almost nothing (or literally nothing) was left untouched, every nook and cranny24 of your body was enchanted, this also includes most (or all) of your major organs like your heart, lungs, eyes, stomach, bladder, etc. Your body has become so close to whatever element the runes you inscribed in yourself were, it will start visibly regenerating the instant it comes in contact with that element, which is convenient considering you also now emanate enough elemental magic to not only passively affect yourself, but everything in your surroundings too25. You will be able to release elements in a way comparable in scale to tier 4 magic26, while also being able to manipulate elements even better than most tier 5 mages can. However, power comes at a price, your body has become so reliant on magic that any anti-magic item will cause you serious injury, it is also so abnormal that it has lost the capacity to repair itself, meaning you will no longer be able to have any natural health regeneration27. Depending on how far you went, this is one way to become a fully-fledge elemental28 29. |
An Elementary Theory of Everything
- Unlock : Level 100
- Channel time : 20 turns30
You only get the choice to use this ability once, if you miss that occasion, you will never be able to use this skill again. This choice comes the first time after the end of whatever allowed you to gain level 100 while you are outside of an encounter, and your health is at 100%.
You feel indescribable sort of inspiration, allowing to write a Theory of (Element)
in your own blood. Theory of (Element)
s are books containing every bit of knowledge and experience a certain individual on the level of a god has been able to acquire over the course of their life in relation to one specific element, being in possession of such a book increases the potency of every effect related to this element by 50%31, however, getting the spark of inspiration required to write one requires you to fully devote yourself to the element you’ll be writing about, meaning you will no longer be allowed to use skills related to any other elements.
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Experience 8 can only be used once after successfully using Experimentation after having used Experience 7. ↩
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Experience 9 can only be used once after successfully using Experimentation after having used Experience 8. ↩
-
Experience 10 can only be used once after successfully using Experimentation after having used Experience 9. ↩
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Obviously, sticking magic paper that generally makes stuff catch on fire on your body still isn’t the smartest idea if you start overdoing it. ↩
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N E V E R, you could literally be burning bones, as long as you don’t get hit once by anything else, you will stay alive, this protection works against death related to both physical injuries and health loss. ↩
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If we go back to our example of a burning skeleton, you will die the moment you stop burning. ↩
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And item here would be a single a continuous object, meaning that if, for instance, you drew runes on a sword’s blade, then changed the blade itself, you could draw a new functional sequence of runes on it. ↩
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So, if you decide to enchant a sword, this enchantment will only last 5 turns once activated, and once it was done, you wouldn’t be able to draw any more runes on that sword, but you would still be able to stick functional scripts on it, since the script is technically the enchanted item, while the sword is only getting shared benefits from the script’s own enchantment. ↩
-
For instance
Protect | Earth | Light
would give 25% resistance against light, and 25% resistance against earth. ↩ -
Thunder | Thunder
would spew small lightning bolts all around itself, whileNature | Nature
would grow plants and trees all around itself in a small radius. ↩ -
Create | Thunder | Thunder
would create a small ball of electricity that would shock anything conductive getting close to it, whileCreate | Nature | Nature
would create a ball of hard plants that would cover the rune sequence. ↩ -
ER
meansElemental Runes
, its value is the number of elemental runes used in the same sequence of runes. ↩ ↩2 -
For instance,
Defend | Wind
would give you defense by blocking attacks by pushing against them with wind, whileDefend | Darkness
would make part of the weapon used to attack disappear. ↩ -
For instance, making
Spread | Spread | Protect | Darkness | Darkness
, would make everyone in a wide area go blind, except yourself. ↩ -
By this, I mean that the same recoil will be caused by adding 10 fire runes to someone’s sword, and adding 5 fire runes to someone’s sword and five others to their shield, since the total amount of elemental runes on them is what matters, not where they are found. ↩
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Because of this reason, it is highly recommended to add at least one
Delay
rune to unstable sequences that use a lot of elemental runes for your own safety. ↩ -
This includes getting buffed or healed by anyone other than yourself. ↩
-
This can be done by doing things such as making weak scripts to activate
Lunacy
to ignore the pain you are causing yourself while drawing runes in yourself, stacking up on healing potions or scripts beforehand, making sure you get the revelation in a safe and sanitary area, learning about biology, having tools that will stop you from bleeding when you cut yourself, etc. ↩ -
So, while a
Transcendent
left arm might be able to instantly freeze anything it touches, havingTranscendence
over your entire body could allow you to instantly freeze everything within a one-meter radius of things you touch. ↩ -
This can be the ability to start fires on your body, reducing a certain type of damage, giving slight defense, or some other minor buffs. ↩
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From this point on, you won’t only get very minor permanent effects with more noticeable effects that you have to focus to activate, but proper permanent elemental magic coming out of your body at all times, though at this tier, it will be simple things such as constantly emanating heat, or making flowers grow wherever you walk, with active effects (that you have to focus to use) that will encompass your entire body. ↩
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Even simple movement will cause major elemental magic to come off your body, wind runes could allow you permanently float and use wind pressure rather than your own body to touch things, chaos runes could allow you to permanently be invisible, light runes could make you blind anyone who looks at you, earth runes could turn your skin into actual metal, etc. ↩
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So jumping in fire would repair the parts of your body you enchanted if you drew a type of fire rune on yourself. ↩
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This includes the inside of your mouth, your ears, your skull (as in the bone), your spine, your “crotch”, etc. ↩
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This gives you 10% permanent health regeneration as well as insane physical injury regeneration. This regeneration can be halved, for instance, if a fire paladin was walking alongside a frozen mountain, or doubled, if the same fire paladin would be walking next to a volcano. ↩
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Though the scale (as in, size) is comparable, you will not be able to start casting tier 4 magic at no cost. ↩
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This obviously excludes the regeneration stemming from being around your element. ↩
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Elementals are magical creatures who literally represent one of the elements, they can freely and completely manipulate them without the need for things like mana. ↩
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This would happen if you drew runes absolutely everywhere, including your brain, which is almost assured to kill you. ↩
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These turns do not have to be consecutive. ↩
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You cannot stack the effect of multiple books of the same element. ↩